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Refactor for blender 2.8 and new shader model
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@@ -87,8 +87,6 @@ void MaterialSet::ConstructMaterial(Stream& out, const PAKRouter<PAKBridge>& pak
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"new_material.use_shadows = True\n"
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"new_material.use_transparent_shadows = True\n"
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"new_material.diffuse_color = (1.0,1.0,1.0)\n"
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"new_material.diffuse_intensity = 1.0\n"
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"new_material.specular_intensity = 0.0\n"
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"new_material.use_nodes = True\n"
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"new_nodetree = new_material.node_tree\n"
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"material_node = new_nodetree.nodes['Material']\n"
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@@ -112,22 +110,16 @@ void MaterialSet::ConstructMaterial(Stream& out, const PAKRouter<PAKBridge>& pak
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out.format(
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"new_material.retro_alpha_test = %s\n"
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"new_material.retro_shadow_occluder = %s\n"
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"new_material.game_settings.invisible = %s\n",
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"new_material.diffuse_color = (1, 1, 1, %s)\n",
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material.header.flags.alphaTest() ? "True" : "False",
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material.header.flags.shadowOccluderMesh() ? "True" : "False",
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material.header.flags.shadowOccluderMesh() ? "True" : "False");
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material.header.flags.shadowOccluderMesh() ? "0" : "1");
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/* Blend factors */
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if (material.header.flags.alphaBlending())
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out << "new_material.game_settings.alpha_blend = 'ALPHA'\n"
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"new_material.use_transparency = True\n"
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"new_material.transparency_method = 'RAYTRACE'\n"
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"new_material.alpha = 1.0\n";
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out << "new_material.blend_method = 'BLEND'\n";
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else if (material.header.flags.additiveBlending())
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out << "new_material.game_settings.alpha_blend = 'ADD'\n"
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"new_material.use_transparency = True\n"
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"new_material.transparency_method = 'RAYTRACE'\n"
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"new_material.alpha = 1.0\n";
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out << "new_material.blend_method = 'ADD'\n";
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/* Texmap list */
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out << "tex_maps = []\n"
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